/Engine/Source/Editor/UnrealEd/Classes/Settings/EditorLoadingSavingSettings.h
Implements the Level Editor's loading and saving settings.
class UEditorLoadingSavingSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
TArray<FAutoRe...
AutoReimportDirectorySettings
Directories being monitored for Auto Reimport
float
AutoReimportThreshold
int32
AutoSaveInteractionDelayInSeconds
The minimum number of seconds to wait after the last user interactions (with the editor) before auto-save can trigger
int32
AutoSaveMaxBackups
How many auto save files to keep around
EAutoSaveMethod
AutoSaveMethod
What method should be used when performing an autosave?
int32
AutoSaveTimeMinutes
The time interval after which to auto save
int32
AutoSaveWarningInSeconds
The number of seconds warning before an autosave
bool
bAutoCreateAssets
bool
bAutoDeleteAssets
uint32: 1
bAutomaticallyCheckoutOnAssetModification
Whether to automatically checkout on asset modification
uint32: 1
bAutoSaveContent
Whether to automatically save content packages during an autosave
uint32: 1
bAutoSaveEnable
Whether to automatically save after a time interval
uint32: 1
bAutoSaveMaps
Whether to automatically save maps during an autosave
bool
bDeleteSourceFilesWithAssets
Internal setting to control whether we should ask the user whether we should automatically delete source files when their assets are deleted
bool
bDetectChangesOnStartup
bool
bDirtyMigratedBlueprints
Whether to mark blueprints dirty if they are automatically migrated during loads
uint32: 1
bForceCompilationAtStartup
Force project compilation at startup
bool
bMonitorContentDirectories
Automatically reimports textures when a change to source content is detected
bool
bPromptBeforeAutoImporting
uint32: 1
bPromptForCheckoutOnAssetModification
Whether to automatically prompt for SCC checkout on asset modification
uint32: 1
bSCCAutoAddNewFiles
Auto add files to source control
uint32: 1
bSCCUseGlobalSettings
Use global source control login settings, rather than per-project.
TEnumAsByte<EL...
LoadLevelAtStartup
Whether to load a default example map at startup
ERestoreOpenAss...
RestoreOpenAssetTabsOnRestart
Whether to restore previously open assets at startup after a clean shutdown
FFilePath
TextDiffToolPath
Specifies the file path to the tool to be used for diffing text files